Questions in topic: "unity 3.5"http://answers.unity3d.com/questions/topics/single/198507.html
The latest questions for the topic "unity 3.5"Where I could find old Unity 3.5 tutorials?http://answers.unity3d.com/questions/796143/where-i-could-find-old-unity-35-tutorials.html
The "Learn" subpage had a useful projects for Unity 3.5 including "Larpz". Where I can find them? Or other similar tutorials/project?tutoriallearningunity 3.5learnTue, 23 Sep 2014 12:53:20 GMTpmacheUnity installing old versions while I got new version.http://answers.unity3d.com/questions/687228/unity-installing-old-versions-while-i-got-new-vers.html
Hello.
I have some task to do. They asked me to do it using flash and I know that 3.5 versions only support it. However, I already have got 4.3.5 version. If I install 3.5 version, can it be on conflict with my new already installed version??
Also, does 3.5.7 version supports flash? Because this is last 3.5.x version.flashsupportunity 3.5unity versionsTue, 15 Apr 2014 09:55:48 GMTSuperMasterBlasterLasererror - isFinite(outDistanceForSort) -- persistent from old version of Unity?http://answers.unity3d.com/questions/654760/error-isfiniteoutdistanceforsort-persistent-from-o.html
I have a project that I've just updated from Unity3.5 to current (4.3.4), and I'm encountering the isFinite() error pop up intermittently. It seems to happen most often when I'm destroying objects that have particle systems, but it isn't consistent.
I would just ignore the errors (they only happen occasionally), except that the system chugs noticeably for a moment.
I've searched for this error, and I've found references to it being a bug in older versions of unity. Is it possible that it has somehow persisted into unity 4.3.4 in this case because it was an old project? The only other time I've encountered this error is when I've been doing custom particle effects and I accidentally assign particles values too large for unity to track.
Are there any other reasons I might be getting this error? I'm hoping to avoid having to create an entirely new project and port all of the assets and rebuild the whole project :/
reference profiler pics:
this is paused on the frame where error is occurring. it actually appears that the chug in performance is due to the stack trace and error logging, not necessarily the error itself... at least as far as I can tell
![alt text][1]
this is an overview of activity during the time. performance is just fine except for these intermittent spikes.
![alt text][2]
[1]: /storage/temp/23022-deepinspector.png
[2]: /storage/temp/23023-profiler.pngbugrendererprofilerunity 3.5unity 4.3.4Mon, 03 Mar 2014 20:12:51 GMTzombienceLayermask and Unity versionhttp://answers.unity3d.com/questions/510651/layermask-and-unity-version.html
Hello
I have a simple question.
I am using layermasks with raycastAll inorder to affect certain objects.
On unity 3.5, it worked no problem, I could pick the object and do the functions I wanted to do.
Once updated to 4.2, it simply stopped working.
Has anyone ever had that before?unity 4.2layermaskunity 3.5Thu, 08 Aug 2013 15:47:07 GMTMoradGMConnection to MSSQLServer 2008R2 works fine in Unity Editor, but when it deployed into android device, the connection cannot be open. What should I do?http://answers.unity3d.com/questions/474052/connection-to-mssqlserver-2008r2-works-fine-in-uni.html
I am so happy when trying connecting to sql is success in unity3D editor. But not when it deployed to device.
I have copied System.Configuration.dll, System.Data.dll, System.Data.Linq.dll, System.EnterpriseServices.dll to Assets folder.
Here is my code:
using UnityEngine;
using System.Collections;
using System.Data;
using System.Data.SqlClient;
public class FS_SQLConnect : MonoBehaviour {
public UILabel label;
public string ServerName;
public string DatabaseName;
public string UserID;
public string Password;
public UILabel status;
private static IDbConnection dbConnection;
public bool openSqlConnection() {
//check 1
string connectionString =
"Server="+ ServerName +";" +
"Database="+ DatabaseName + ";" +
"User ID="+ UserID +";" +
"Password=" + Password";
//check 2
dbConnection = (IDbConnection)new SqlConnection(connectionString);
//check 3
dbConnection.Open();
//check 4
Debug.Log("Connected to database.");
return true;
}
catch(SqlException ex)
{
label.text = ex.ToString();
return false;
}
catch(UnityException ex)
{
label.text = ex.ToString();
return false;
}
return false;
}
When deployed to device, it always stop in dbConnection.Open(); //check 3
I have try:
- Connecting my PC and android device to same Wifi, and try to ping from device to PC(worked).
- Creating Hotspot from PC, then android device connected to it
- Enable TCP/IP Connection in SQL Server Network Configuration for MSSQLSERVER
When I give wrong PC IP Address, the device says an error that server could not be found
When I give wrong password to connectionString, the device says failed to Login
But when I give correct IP, DatabaseName, UserID and password. There is 2 condition:
When firewall is on, it says: System.Data.SqlClient.SqlException: Timeout expired.
When firewall is off: nothing happen, when I'm trying to change a label text in every "check" (comment on my code), it stop in check 3(means it failed when opening connection). and connectionState says it still closed :(
Sorry for long description. Please help me :(
Thank you :)androiddatabaseunity 3.5Thu, 13 Jun 2013 13:44:06 GMTjiangzuchunUnity 3.5 w/android&IOS vs 4.0 free?http://answers.unity3d.com/questions/450061/unity-35-wandroidios-vs-40-free.html
Hello there!
Here is my predicament...I have Unity 3.5 free with the android and IOS license, and I am attempting to create a FPS game for android and IOS. I recently saw a tool that would greatly aid me(fps control). The problem is it is only compatible with version 4.0. So I'm not exactly sure if it is worth upgrading to the 4.0 free version of unity as I can not carry my licenses over. I saw there is an upgrade offer of $125 for each android and IOS license, but I am a bit strapped on cash atm. Could I create my game on Unity 4.0 free and later buy the android and IOS license and export my game as an IOS/Android game?
Your thoughts would be much appreciated,
Thank you!upgradeunity 3.5unity 4.0Sat, 04 May 2013 15:49:55 GMTandystanleyCan't find the trees shown in the 'Trees' section of the Manualhttp://answers.unity3d.com/questions/440015/cant-find-the-trees-shown-in-the-trees-section-of.html
I'm looking at the Manual entry on trees ([http://docs.unity3d.com/Documentation/Components/terrain-Trees.html][1]) and it shows a bunch of trees to choose from within the Add Tree dialog. The options shown are adler, sycamore, japanese maple, 2 scots pines, bamboo, and willow ([see this pic][2]). But i'm not seeing any of these trees in Unity, when i follow the same steps. The only trees available are "Big Tree" and "Palm". Do all these trees come with Unity? I'm using Unity 3.5.7f6. Perhaps they are included in a different version? Is there a package that I missed importing? I have the Terrain Assets and Tree Creator Assets imported.
Any guidance would be much appreciated! Thanks!
[1]: http://docs.unity3d.com/Documentation/Components/terrain-Trees.html
[2]: http://docs.unity3d.com/Documentation/Images/manual/terrain-Trees-4.jpgassetstreesunity 3.5Wed, 17 Apr 2013 16:54:19 GMTmadcalftransform.localPosition is <0,0,0> in Start() when activated by SetActiveRecursivelyhttp://answers.unity3d.com/questions/399176/transformlocalposition-is-000-in-start-when-activa.html
It seems when I enable a object via SetActiveRecursively, that it's local position is thought to be <0,0,0> in it's Start(). The object's local position is not <0,0,0>, and it has been carefully positioned relative to it's parent. I need that value to be preserved. So how do I get the local position without doing something stupid like creating an extra variable I have to set from the inspector.
To give you a better idea of what I mean.
//In some object's GUI function
public GameObject FooInstance;
void OnGUI()
{
if (GUILayout.Button("DooFoo", GUILayout.Width(Screen.width / 3), GUILayout.Height(75)))
{
FooInstance.SetActiveRecursively(true);
Started = true;
}
}
//Deep in Foo's tree of objects there's a component
Vector3 HomePosition;
void Start ()
{
HomePosition = transform.localPosition;
MonoBehaviour.print(HomePosition); //Prints (0.0, 0.0, 0.0), but the object is not at the local origin.
}
The script functions as expected when I have the object pre-activated from in the inspector, the error only occurs when I activate it from the script.startunity 3.5localpositionsetactiverecursivelyThu, 14 Feb 2013 14:35:57 GMTTocsStarting a new project. Use Unity 4.0 or stick with 3.5?http://answers.unity3d.com/questions/396432/starting-a-new-project-use-unity-40-or-stick-with.html
Alright guys, I'm relatively new to Unity. I did a couple of tutorials and demo games on 3.5 so I'm familiar with it. I'm ready to start working on my first major project and was wondering, should I move to 4.0 or just stay with 3.5? Is 4.0 stable enough? I also read there are performance issues with 4.0, any truth to that? Thanks.performancebeginnerunity 4unity 3.5Sat, 09 Feb 2013 23:52:26 GMTQuasarWeb Player not install Unity4http://answers.unity3d.com/questions/360162/web-player-not-install-unity4.html
I&#39;ve attempted multiple times to install a web player using Unity 4 Pro Trial with no success. After &#39;build and run&#39; my browser, Firefox displays a page instructing me to install the Unity Web Player. After clicking the download link, it displays a page telling me my Unity Plugin version is 4.0.0 and my Unity Engine Version is 3.5.6. Do I need to download a plugin V3.5 to make this work? If so where do I get a 3.5 web player?unity 4web playerunity 3.5Thu, 06 Dec 2012 21:57:21 GMTD1&OnlyApp stuck on splash screen. Exception on applicationDidFinishLaunching. Xcode 4.5 and Unity 3.5.6http://answers.unity3d.com/questions/358853/app-stuck-on-splash-screen-exception-on-applicatio.html
Thanks for taking the time to read! I&#39;ve been all over the internet with no luck so far so I made an account in hopes someone might know the answer.
A mobile app for my company stopped working when the provisioning profiles went out. The project is old (about 2 years ago) and needed to be upgraded to make a new build as it seems to old XCode projects and Xcode 4.5 don&#39;t get along.
After upgrading the project runs fine in the editor. However when I try to put on my iPad (4.3 iOS) I get the following issue in Xcode that causes the app to become hung on the splash screen:
2012-12-04 09:19:07.881 epp13[254:607] -> registered mono modules 0xad5e18
2012-12-04 09:19:07.954 epp13[254:607] -[AppController applicationDidFinishLaunching:]: unrecognized selector sent to instance 0x1561610
2012-12-04 09:19:08.242 epp13[254:607] *** Terminating app due to uncaught exception 'NSInvalidArgumentException', reason: '-[AppController applicationDidFinishLaunching:]: unrecognized selector sent to instance 0x1561610'
*** Call stack at first throw:
(
0 CoreFoundation 0x3468464f __exceptionPreprocess + 114
1 libobjc.A.dylib 0x36b77c5d objc_exception_throw + 24
2 CoreFoundation 0x346881bf -[NSObject(NSObject) doesNotRecognizeSelector:] + 102
3 CoreFoundation 0x346878ad -[NSObject(NSObject) forwardInvocation:] + 36
4 CoreFoundation 0x3468768d ___forwarding___ + 576
5 CoreFoundation 0x345fe180 _CF_forwarding_prep_0 + 48
6 epp13 0x00555cfc -[AppController(PushAdditions) application:didFinishLaunchingWithOptions:] + 192
7 UIKit 0x34c2d821 -[UIApplication _callInitializationDelegatesForURL:payload:suspended:] + 772
8 UIKit 0x34c27b65 -[UIApplication _runWithURL:payload:launchOrientation:statusBarStyle:statusBarHidden:] + 272
9 UIKit 0x34bfc7d7 -[UIApplication handleEvent:withNewEvent:] + 1114
10 UIKit 0x34bfc215 -[UIApplication sendEvent:] + 44
11 UIKit 0x34bfbc53 _UIApplicationHandleEvent + 5090
12 GraphicsServices 0x33d54e77 PurpleEventCallback + 666
13 CoreFoundation 0x3465ba97 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 26
14 CoreFoundation 0x3465d83f __CFRunLoopDoSource1 + 166
15 CoreFoundation 0x3465e60d __CFRunLoopRun + 520
16 CoreFoundation 0x345eeec3 CFRunLoopRunSpecific + 230
17 CoreFoundation 0x345eedcb CFRunLoopRunInMode + 58
18 UIKit 0x34c26d49 -[UIApplication _run] + 372
19 UIKit 0x34c24807 UIApplicationMain + 670
20 epp13 0x00008cb0 main + 140
21 epp13 0x00003e18 start + 40
)
terminate called after throwing an instance of 'NSException'
The plugins currently on the projects are Etcetera, iTween, ObjectiveJS, and XMLParser.
Any ideas? Something that might help that I didn&#39;t mention? Any help is greatly appreciated.xcodestuckupgradesplash-screenunity 3.5Tue, 04 Dec 2012 14:43:53 GMTParanormal_SteveCharacter Motor & Moving Platform Classhttp://answers.unity3d.com/questions/353995/character-motor-moving-platform-class.html
How do I use the Moving Platform Class in the Character Motor Script correctly and where can I find some documentation for it? Unfortunately the code section in the Moving Platform Class is not documented and my Character always jitters on a Horizontal or Vertical Moving Platform.
I created a Animation in Unity, and I moved the Platform per script with
transform.Translate(Vector3.up * Time.deltaTime)
but both methods produce a visible jitter.unity 3.5moving platformcharacter motorSun, 25 Nov 2012 17:38:32 GMTGameGuyDuplicate a Material? (Project Window)http://answers.unity3d.com/questions/347641/duplicate-a-material.html
I want to duplicate a Material in Unity to make some changes, how can I do this?
When right clicking on most stuff in the Project Window I can select a copy option, but not when performing a right click on a Material also copying via keyboard shortcuts is not working. How can I avoid restarting from scratch every time?materialcopyduplicateunity 3.5shortcutTue, 13 Nov 2012 14:44:45 GMTGameGuyAndroid build error: "Failed to re-package resources"http://answers.unity3d.com/questions/347094/android-build-error-failed-to-re-package-resources.html
Whenever i try to build my game, I get this error:
Failed to re-package resources with the following parameters: package -v
-f -m -J gen -M AndroidManifest.xml -S "res" -I "C:/Development/android-sdk/platforms/android-16\android.jar" -F bin/resources.ap_
UnityEngine.Debug:LogError(Object) PostProcessAndroidPlayer:PostProcess(BuildTarget, String, String, String, String, String, String, BuildOptions) (at C:/BuildAgent/work/14194e8ce88cdf47/Editor/Mono/BuildPipeline/PostProcessAndroidPlayer.cs:301) UnityEditor.HostView:OnGUI()
- OS: Android
- Build target: 4.0
- Texture Compression: ETC1 or RGBA16 Build
- Options: Development Build
- GL Version: GLES 2.0
- Unity Info: 3.5.6f4, Licensed (android and ios), non-pro
- Java: jdk 1.6 32-bit
- Android SDK: located
Please ask for more information if you need that,
Thanks :)androidunity 3.5build errorMon, 12 Nov 2012 20:24:35 GMTGraknolProject is not opening (Fatal error! )http://answers.unity3d.com/questions/341268/project-is-not-opening-fatal-error-.html
I am trying to open a unity project but i am receiving a **&#34;Fatel Error&#34;** in the middle of importing all assets of project by unity. My project is large in size ( about 4.2 GB ) .and I am using unity iOS trial version 3.5 . The error says that system is out of memory but my computer&#39;s RAM is of 5 GB -DDR3 . Is it really a memory problem ? Please guys help me out of this . Thanks in advance :-)
Unity shows the error :
**Fatal error!**
Could not allocate memory: System out of memory!
Trying to allocate: 67108868B with 32 alignment. MemoryLabel: Texture
Allocation happend at: Line:345 in /Applications/buildAgent/work/14194e8ce88cdf47/Runtime/Graphics/Texture2D.cpp
Memory overview
[ ALLOC_TEMP_THREAD ] used: 32752B | peak: 0B | reserved: 262144B
[ ALLOC_DEFAULT ] used: 69979517B | peak: 170594218B | reserved: 268435456B
[ ALLOC_GFX ] used: 715365977B | peak: 744726105B | reserved: 826277944B
Size | Num Used| Num Free|
32-63 | 1| 1|
64-127 | 11| 0|
128-255 | 1| 0|
256-511 | 3| 0|
512-1023 | 1| 0|
1024-2047 | 4| 0|
2048-4095 | 3| 0|
4096-8191 | 4| 0|
8192-16383 | 2| 0|
16384-32767 | 4| 0|
65536-131071 | 1| 0|
1048576-2097151| 1| 0|
2097152-4194303| 2| 0|
4194304-8388607| 0| 2|
8388608-16777215| 2| 0|
16777216-33554431| 4| 4|
33554432-67108863| 1| 0|
Label | Allocated| Count|Largest Alloc
VertexData | 69364| 10| 29416|
Geometry | 240| 5| 48|
Texture | 715296373| 44| 67108868|
*Total* | 715365977| 59| N/A
[ ALLOC_TYPETREE ] used: 94440B | peak: 1063080B | reserved: 33554432B
[ ALLOC_CACHEOBJECTS ] used: 308240B | peak: 2947650B | reserved: 33554432B
[ ALLOC_PROFILER ] used: 529344B | peak: 529344B | reserved: 16777216B
UnityEditor.AssetDatabase:LoadAssetAtPath(String, Type)
tk2dSpriteCollectionBuilder:RebuildOutOfDate(String[]) (at Assets/TK2DROOT/tk2d/Editor/Sprites/tk2dSpriteCollectionBuilder.cs:130)
tk2dSpriteCollectionTextureWatcher:OnPostprocessAllAssets(String[], String[], String[], String[]) (at Assets/memoryunity 3.5fatal errorThu, 01 Nov 2012 14:13:46 GMTankush kushwahaIs there a way to tell which version of Unity an Xcode Project was built with?http://answers.unity3d.com/questions/340615/is-there-a-way-to-tell-which-version-of-unity-an-x.html
In the past 6 months I&#39;ve had to manually revert my Unity copy to append a previously-created XCode project no less than 3 times. This is fairly common for projects with Native Code or iOS SDK implementations, when you come on as a contractor since you don&#39;t want to have to and add back in all the native code.
Unity does not let you append an iOS project unless you are on the exact version of Unity that the project was built on. (With good reason!)
However, I have yet to find anyway of determining what version of Unity an XCode project has been built on based on the XCode project alone. I don&#39;t think it&#39;s in the Info.plist or the AppController. This is made more annoying by the fact that Unity needs to reimport the assets each time you change versions.
Has anyone figured out a way to determine the Unity version an Unity XCode project has been built with?iosxcodeversionunity 3.5Tue, 30 Oct 2012 23:45:07 GMTThom DenickGrayscaleEffect shader broken in 3.5?http://answers.unity3d.com/questions/328678/grayscaleeffect-shader-broken-in-35.html
Hey guys and dolls!
I just upgraded to 3.5 and a number of the Image Effects in Pro are broken. I was using the GrayscaleEffect Image effect and the Noise effect in the previous build of my game on iOS and Android, but now it says &#34;Shader has errors or is not supported by your graphics card&#34;. I get no errors when I try to run the game, the effects do nothing at all, and if I turn them on manually, the entire screen goes pink.
Has anyone else run across this? I have deleted the Image Effects (Pro) package and reinstalled it to no avail.
Thanks!shaderimage effectsunity 3.5grayscaleSat, 06 Oct 2012 22:49:09 GMTIngenue(SOLVED) Unity 3.5 Developer Preview Undo Problemhttp://answers.unity3d.com/questions/292987/unity-35-developer-preview-undo-problem.html
Sometimes I can't undo my changes, it just gets an unclickable button in Edit tab and also CTRL+Z doesn't work, too. I first had this problem while editing my terrain but then I had this again while repositioning my GameObject using the Scene view. It is annoying me sometimes, is there a solution for this?unity 3.5undoMon, 30 Jul 2012 14:28:08 GMTyasirkulauniscite go to line error 3.5http://answers.unity3d.com/questions/271682/uniscite-go-to-line-error-35.html
how can i get the go to line error work in uniscite in unity 3.5. i have already tried the crack to get notepadd++ to go to line error but that does not work. can anyone help. mono develop crashes a lotmonodevelopupgradeunity 3.5unisciteThu, 21 Jun 2012 15:16:38 GMTjimjimLevelStatus in the 3D Platformer tutorial refuses to work(Using Unity 3.5).http://answers.unity3d.com/questions/259034/levelstatus-in-the-3d-platformer-tutorial-refuses.html
I've been following the 3D Platform tutorial for quite some time now, already aware of how outdated it is for Unity's current version.
Now, I'm trying to make Unity work so that the Impound Fence object disappears like it's supposed to after I collect a required amount of cans. Unfortunately, when I do collect them, the camera causes the game to pause(which I respond by unpausing the game) and does nothing about fence.
Nothing happens with other parts of Level Status script either, such as improperly-working cutscenes and nothing happening when I touch the ship to end the game.errortutoriallerpzunity 3.5Tue, 29 May 2012 00:22:07 GMTYourJimboUnity 3.5 Anroid problemhttp://answers.unity3d.com/questions/257886/unity-35-anroid-problem.html
Hi,
I have got a big problem with unity 3.5. Now I'm trying to use 3.5.2f2, but I have got the same problem when I tried to export my game into an emulator or real device an application crash on start. In my android device I can see "The application Cube Defender (process com.bilek993.cubedefender) has stopped unexpectedly. Please try again.". I tried install java 6 and 7, but it didn't help. In 3.4 I haven't got any problem with export, but now I have got a lot of problems. Thanks in advance.androidexportjavaunity 3.5Sat, 26 May 2012 17:47:34 GMTbilek993Unity 3.5 and .NET 4http://answers.unity3d.com/questions/251024/unity-35-and-net-4.html
I know Unity hasn't been compatible with .net 4 until now.
But as far as i know unity 3.5 uses MonoDevelop 2.8 wich i read it's supossed to be compatible with .net 4. So, Is Unity 3.5 compatible with .NET 4?monodevelop.netunity 3.5Thu, 10 May 2012 19:31:44 GMTBruno GarateVuforia scene not rendering - using Unity 3.5http://answers.unity3d.com/questions/250722/vuforia-scene-not-rendering-using-unity-35.html
Hi,
I am using Qualcomm's Vuforia 1.5.9 augmented reality extension for Unity. I built a very simple demo scene with an image target (wood chips) and a box on top of them in Unity 3.5.0.f5. When I build the project and deploy it on my Samsung Galaxy tablet, the application runs, but I don't see the box rendered on top of the image target. I see the camera output, but no augmented reality is rendered over it.
I was using the old QCAR SDK that came out before Vuforia together with Unity 3.3 and it was working fine. Now that I upgraded to Vuforia and Unity 3.5, it doesn't render anything.
Has anybody experienced this problem, please?
Thank youunity 3.5qualcommThu, 10 May 2012 05:50:58 GMTpkoutInstantiating a baked Nav meshhttp://answers.unity3d.com/questions/246374/instantiating-a-baked-nav-mesh.html
Is it possible to bake a nab mesh into a prefab then instantiate it and keep the baked Nav mesh there for pathfinding?instantiateunity 3.5bakednav meshMon, 30 Apr 2012 12:58:31 GMTAtomicMarineMulti-touch on Windows 7 in Unity 3.5http://answers.unity3d.com/questions/244324/multi-touch-on-windows-7-in-unity-35.html
Input.touches is always empty when running when running Unity on my Dell ST2220T running Windows 7 and Unity 3.5.
- I try setting Input.multiTouchEnabled to true however when I then read the value it's still false
- Windows is definitely picking up multiple touches in other applications
- I have looked through documentation and as of Unity 3.4 this is supposed to be supportedtouchunity 3.5multi-touchwindows 7Wed, 25 Apr 2012 05:30:04 GMTUnity3DSupporthow to reproduce a downloaded ogg in flash player?http://answers.unity3d.com/questions/243729/how-to-reproduce-a-downloaded-ogg-in-flash-player.html
Hi
Building for flash player, i want to download a ogg file (done) and play it.
I looked for create a audioclip from the downloaded binary data , but i didn´t find any way.
Later i looked for reproduce with the flash class flash.media.sound, but only reproduce mp3.
For now my best option is use a flash library like [this][1] for reproduce ogg.
¿Any other idea?
Thanks
[1]: https://launchpad.net/foggaudioflashaudioclipunity 3.5Mon, 23 Apr 2012 15:19:51 GMTNarkhaUnity 3.5 converted CarTutorial now has problemshttp://answers.unity3d.com/questions/238166/unity-35-converted-cartutorial-now-has-problems.html
Hi, I am attempting some game development and would like to learn Unity since it looks awesome, but I get an error after opening this CarTutorial project which it apparently had to convert (clearly was built in a previous version). I was hoping to start learning to use it before attempting to troubleshoot problems with a project. Anyone aware of the following errors and how to fix them?
UnassignedReferenceException: The variable target of 'CarCamera' has not been assigned.
You probably need to assign the target variable of the CarCamera script in the inspector.
CarCamera.LateUpdate () (at Assets/Scripts/CSharpScripts/CarCamera.cs:34)
I have located the script, but don't know how to change what the target is. I think maybe it's the Main_Camera object, but don't know how to make the change so the script references Main_Camera instead of CarCamera (I could also be totally wrong).
Please help?upgradeunity 3.5Tue, 10 Apr 2012 20:34:35 GMTbyt3Lightmapping broken since the 3.5 updatehttp://answers.unity3d.com/questions/234626/lightmapping-broken-since-the-35-update.html
We have a scene that was created and lightmapped before the Unity 3.5 update. Since we applied the update to our workflow, I cannot bake in the lightmapping. I see the following message:
> UV set on Background_Ground01 is
> incorrect. Lightmapper needs UVs
> inside the (0,1)x(0,1) space.
> UnityEditor.DockArea:OnGUI()
This is repeated a bajillion times (each time naming another scene object). From my notes this appears to be using exactly the same settings as we successfully used before. Updating the UVs (and therefore all of the textures) is out of the question.
How can I convince Unity to bake in the lighting in the same manner as it used to? I have a feeling there's either a simple switch somewhere to use the previous method of lightmapping the scene, or a default has changed. I can't imagine Unity would have added such a restriction to the 3.5 update.lightmappingunity 3.5Mon, 02 Apr 2012 20:21:32 GMTSpazticusUnity 3.5 iOS and XCode 4.3.2 Helphttp://answers.unity3d.com/questions/234106/unity-35-ios-and-xcode-432-help.html
After downloading and installing both Unity 3.5 with the Free iOS license and the new XCode 4.3.2 that includes the iOS 5.1 SDK, I cant even get just a plane cube out of Unity through XCode and onto my iPhone...
This is the error it gives me:
Verify exit code of build task with internal identifier 'CopyPNGFile Icon-72.png'
Preceding build task claims to succeed in spite of generating error messages. Please file a bug report.
Before that it gave me another obscure error...and before that...another...
Has anyone actually been able to publish anything onto an iPhone using the updated versions of these two programs?
P.S...I have files a bug report...xcodeunity 3.5Sat, 31 Mar 2012 18:18:02 GMTHuginFlightForumProblems with dynamic batching in unity 3.5http://answers.unity3d.com/questions/230576/problems-with-dynamic-batching-in-unity-35.html
I have a scene that has multiple objects that share the same material but have different meshes with different UV coords. All of them are scaled (1,1,1)
With Unity 3.4 iOS it did batch all the draw calls, but with Unity 3.5 iOS i get 1 draw call per object.
I have checked the manual and I don't know why they don't batch with the new version of Unity
http://unity3d.com/support/documentation/Manual/iphone-DrawCall-Batching.html
Help please!unity 3.5dynamic batchingThu, 22 Mar 2012 15:43:18 GMTWyern1